As a region inhabited by large populations of ethnic minority groups, Gansu province boasts rich ethnic cultural resources which reflect traditional culture and intangible cultural heritage that had taken shape thousa...As a region inhabited by large populations of ethnic minority groups, Gansu province boasts rich ethnic cultural resources which reflect traditional culture and intangible cultural heritage that had taken shape thousands of years ago. Among these are various ethnic folk chess games. They are time-honored with many types such as the “Fang” chess of the Hui ethnic group, the “Jiu” chess of the Tibetans, the “King and Ministers” chess, the Mongolian chess, the Mongolian military chess, etc. These games embody distinctive ethnic and regional characteristics, as well as the cultural elements of a particular ethnic minority group. It is of great significance, therefore, to study the ethnic chess by collecting, documenting and comparing different types of related chess. The paper explores ways to standardize, protect and promote them scientifically in joint efforts, and draws a conclusion that examining their significance in the present era and the ethnic characteristics is the key to understanding the profound culture behind the chess.展开更多
The development of computer technologies, specialized software and Interact deepens the connection between them and the chess. Its relatedness increases both on educational and training and on competitive level. The c...The development of computer technologies, specialized software and Interact deepens the connection between them and the chess. Its relatedness increases both on educational and training and on competitive level. The contemporary training of adolescents players has very unified character and a comprehensive innovation methodology would be applicable to players, who are different at strength and age. Increasing the massiveness in junior chess implies a higher quality of coaching work, related to the use of IT innovation and modem software chess products. HYPOTHESIS: The use of computer innovation would increase the effectiveness of the educational and training process in chess. OBJECTIVE: To prove the improvement of the effectiveness of the educational and training process through the development and testing of innovative education model for adolescents players with predominantly using of specialized chess software analytical module and web-based learning. METHODOLOGY: Pedagogical experiment, expert evaluation, questionnaire survey, sports pedagogical testing and mathematical and statistical methods. CONCLUSION: The experimental methodology for the training of adolescents players by using specialized chess software, internet and web-based forms of training leads to higher efficiency of the training sessions and higher results, compared to traditional ones.展开更多
Current paper presents the influence of academic chess activity in Armenian schools. Nowadays, people face many obstacles connected with the high quality education. This sphere forces them to implement new methods and...Current paper presents the influence of academic chess activity in Armenian schools. Nowadays, people face many obstacles connected with the high quality education. This sphere forces them to implement new methods and approaches in everyday learning process. The following academic research done on research as a deliberate chess activity software testing platform for professional dynamic development of the education sector showed that the implementation of academic chess with low grade students may have positive effect. The experiment done in this paper is closely related to the inclusive education as well. Mainly this experiment showed that collaborative training or learning can be very positive when children with disabilities are integrated in the learning process.展开更多
The article presents the path planning algorithm to be applied in the Chinese chess game, and uses multiple mobile robots to present the experimental scenario. Users play the Chinese chess game using the mouse on the ...The article presents the path planning algorithm to be applied in the Chinese chess game, and uses multiple mobile robots to present the experimental scenario. Users play the Chinese chess game using the mouse on the supervised computer. The supervised computer programs the motion paths using A* searching algorithm, and controls mobile robots moving on the grid based chessboard platform via wireless radio frequency (RF) interface. The A* searching algorithm solves shortest path problems of mobile robots from the start point to the target point, and avoids the obstacles on the chessboard platform. The supervised computer calculates the total time to play the game, and computes the residual time to play chess in the step for each player. The simulation results can fired out the shortest motion paths of the mobile robots (chesses) moving to target points from start points in the monitor, and decides the motion path to be existence or not. The eaten chess can moves to the assigned position, and uses the A* searching algorithm to program the motion path, too. Finally, the authors implement the simulation results on the chessboard platform using mobile robots. Users can play the Chinese chess game on the supervised computer according to the Chinese chess game rule, and play each step of the game in the assigned time. The supervised computer can suggests which player don't obey the rules of the game, and decides which player to be a winner. The scenario of the Chinese chess game feedback to the user interface using the image system.展开更多
Many previous research studies have demonstrated game strategies enabling virtual players to play and take actions mimicking humans.The CaseBased Reasoning(CBR)strategy tries to simulate human thinking regarding solvi...Many previous research studies have demonstrated game strategies enabling virtual players to play and take actions mimicking humans.The CaseBased Reasoning(CBR)strategy tries to simulate human thinking regarding solving problems based on constructed knowledge.This paper suggests a new Action-Based Reasoning(ABR)strategy for a chess engine.This strategy mimics human experts’approaches when playing chess,with the help of the CBR phases.This proposed engine consists of the following processes.Firstly,an action library compiled by parsing many grandmasters’cases with their actions from different games is built.Secondly,this library reduces the search space by using two filtration steps based on the defined action-based and encoding-based similarity schemes.Thirdly,the minimax search tree is fed with a list extracted from the filtering stage using the alpha-beta algorithm to prune the search.The proposed evaluation function estimates the retrievably reactive moves.Finally,the best move will be selected,played on the board,and stored in the action library for future use.Many experiments were conducted to evaluate the performance of the proposed engine.Moreover,the engine played 200 games against Rybka 2.3.2a scoring 2500,2300,2100,and 1900 rating points.Moreover,they used the Bayeselo tool to estimate these rating points of the engine.The results illustrated that the proposed approach achieved high rating points,reaching as high as 2483 points.展开更多
In this paper, both the roman domination number and the number of minimum roman dominating sets are found for any rectangular rook’s graph. In a similar fashion, the roman domination number and the number of minimum ...In this paper, both the roman domination number and the number of minimum roman dominating sets are found for any rectangular rook’s graph. In a similar fashion, the roman domination number and the number of minimum roman dominating sets are found on the square bishop’s graph for odd board sizes. Also found are the number of minimum total dominating sets associated with the light-colored squares when n?≡1(mod12)? (with n>1), and same for the dark-colored squares when n?≡7(mod12) .展开更多
The chess game provides a very rich experience in neighborhood types. The chess pieces have vertical, horizontal, diagonal, up/down or combined movements on one or many squares of the chess. These movements can associ...The chess game provides a very rich experience in neighborhood types. The chess pieces have vertical, horizontal, diagonal, up/down or combined movements on one or many squares of the chess. These movements can associate with neighborhoods. Our work aims to set a behavioral approximation between calculations carried out by means of traditional computation tools such as ordinary differential equations (ODEs) and the evolution of the value of the cells caused by the chess game moves. Our proposal is based on a grid. The cells’ value changes as time pass depending on both their neighborhood and an update rule. This framework succeeds in applying real data matching in the cases of the ODEs used in compartmental models of disease expansion, such as the well-known Susceptible-Infected Recovered (SIR) model and its derivatives, as well as in the case of population dynamics in competition for resources, depicted by the Lotke-Volterra model.展开更多
The Republic of Armenia, as a world superpower in chess, is engaged in continuous development and implementation of specific strategic programmes which are aimed not only at providing high achievements in chess, but a...The Republic of Armenia, as a world superpower in chess, is engaged in continuous development and implementation of specific strategic programmes which are aimed not only at providing high achievements in chess, but also at: (1) modernizing the educational sphere in the Republic of Armenia; (2) increasing the quality indexes of chess education--as a basic resource in the context of global educational system; (3) considerably deepening education subjects' cognitive interests towards education through the possibilities provided by chess; (4) developing learners' educational-cognitive motivation; and (5) creating conditions for activating learners' mental potential and the abilities to expose them, as well as promoting the awareness of the social value of chess in interpersonal relations. The contextual factors of teaching and learning chess in primary schools of Republic of Armenia have been revealed and presented in this paper. A number of conclusions and recommendations for policy makers are considerably made based on analysis of big research data.展开更多
文摘As a region inhabited by large populations of ethnic minority groups, Gansu province boasts rich ethnic cultural resources which reflect traditional culture and intangible cultural heritage that had taken shape thousands of years ago. Among these are various ethnic folk chess games. They are time-honored with many types such as the “Fang” chess of the Hui ethnic group, the “Jiu” chess of the Tibetans, the “King and Ministers” chess, the Mongolian chess, the Mongolian military chess, etc. These games embody distinctive ethnic and regional characteristics, as well as the cultural elements of a particular ethnic minority group. It is of great significance, therefore, to study the ethnic chess by collecting, documenting and comparing different types of related chess. The paper explores ways to standardize, protect and promote them scientifically in joint efforts, and draws a conclusion that examining their significance in the present era and the ethnic characteristics is the key to understanding the profound culture behind the chess.
文摘The development of computer technologies, specialized software and Interact deepens the connection between them and the chess. Its relatedness increases both on educational and training and on competitive level. The contemporary training of adolescents players has very unified character and a comprehensive innovation methodology would be applicable to players, who are different at strength and age. Increasing the massiveness in junior chess implies a higher quality of coaching work, related to the use of IT innovation and modem software chess products. HYPOTHESIS: The use of computer innovation would increase the effectiveness of the educational and training process in chess. OBJECTIVE: To prove the improvement of the effectiveness of the educational and training process through the development and testing of innovative education model for adolescents players with predominantly using of specialized chess software analytical module and web-based learning. METHODOLOGY: Pedagogical experiment, expert evaluation, questionnaire survey, sports pedagogical testing and mathematical and statistical methods. CONCLUSION: The experimental methodology for the training of adolescents players by using specialized chess software, internet and web-based forms of training leads to higher efficiency of the training sessions and higher results, compared to traditional ones.
文摘Current paper presents the influence of academic chess activity in Armenian schools. Nowadays, people face many obstacles connected with the high quality education. This sphere forces them to implement new methods and approaches in everyday learning process. The following academic research done on research as a deliberate chess activity software testing platform for professional dynamic development of the education sector showed that the implementation of academic chess with low grade students may have positive effect. The experiment done in this paper is closely related to the inclusive education as well. Mainly this experiment showed that collaborative training or learning can be very positive when children with disabilities are integrated in the learning process.
文摘The article presents the path planning algorithm to be applied in the Chinese chess game, and uses multiple mobile robots to present the experimental scenario. Users play the Chinese chess game using the mouse on the supervised computer. The supervised computer programs the motion paths using A* searching algorithm, and controls mobile robots moving on the grid based chessboard platform via wireless radio frequency (RF) interface. The A* searching algorithm solves shortest path problems of mobile robots from the start point to the target point, and avoids the obstacles on the chessboard platform. The supervised computer calculates the total time to play the game, and computes the residual time to play chess in the step for each player. The simulation results can fired out the shortest motion paths of the mobile robots (chesses) moving to target points from start points in the monitor, and decides the motion path to be existence or not. The eaten chess can moves to the assigned position, and uses the A* searching algorithm to program the motion path, too. Finally, the authors implement the simulation results on the chessboard platform using mobile robots. Users can play the Chinese chess game on the supervised computer according to the Chinese chess game rule, and play each step of the game in the assigned time. The supervised computer can suggests which player don't obey the rules of the game, and decides which player to be a winner. The scenario of the Chinese chess game feedback to the user interface using the image system.
文摘Many previous research studies have demonstrated game strategies enabling virtual players to play and take actions mimicking humans.The CaseBased Reasoning(CBR)strategy tries to simulate human thinking regarding solving problems based on constructed knowledge.This paper suggests a new Action-Based Reasoning(ABR)strategy for a chess engine.This strategy mimics human experts’approaches when playing chess,with the help of the CBR phases.This proposed engine consists of the following processes.Firstly,an action library compiled by parsing many grandmasters’cases with their actions from different games is built.Secondly,this library reduces the search space by using two filtration steps based on the defined action-based and encoding-based similarity schemes.Thirdly,the minimax search tree is fed with a list extracted from the filtering stage using the alpha-beta algorithm to prune the search.The proposed evaluation function estimates the retrievably reactive moves.Finally,the best move will be selected,played on the board,and stored in the action library for future use.Many experiments were conducted to evaluate the performance of the proposed engine.Moreover,the engine played 200 games against Rybka 2.3.2a scoring 2500,2300,2100,and 1900 rating points.Moreover,they used the Bayeselo tool to estimate these rating points of the engine.The results illustrated that the proposed approach achieved high rating points,reaching as high as 2483 points.
文摘In this paper, both the roman domination number and the number of minimum roman dominating sets are found for any rectangular rook’s graph. In a similar fashion, the roman domination number and the number of minimum roman dominating sets are found on the square bishop’s graph for odd board sizes. Also found are the number of minimum total dominating sets associated with the light-colored squares when n?≡1(mod12)? (with n>1), and same for the dark-colored squares when n?≡7(mod12) .
文摘The chess game provides a very rich experience in neighborhood types. The chess pieces have vertical, horizontal, diagonal, up/down or combined movements on one or many squares of the chess. These movements can associate with neighborhoods. Our work aims to set a behavioral approximation between calculations carried out by means of traditional computation tools such as ordinary differential equations (ODEs) and the evolution of the value of the cells caused by the chess game moves. Our proposal is based on a grid. The cells’ value changes as time pass depending on both their neighborhood and an update rule. This framework succeeds in applying real data matching in the cases of the ODEs used in compartmental models of disease expansion, such as the well-known Susceptible-Infected Recovered (SIR) model and its derivatives, as well as in the case of population dynamics in competition for resources, depicted by the Lotke-Volterra model.
文摘The Republic of Armenia, as a world superpower in chess, is engaged in continuous development and implementation of specific strategic programmes which are aimed not only at providing high achievements in chess, but also at: (1) modernizing the educational sphere in the Republic of Armenia; (2) increasing the quality indexes of chess education--as a basic resource in the context of global educational system; (3) considerably deepening education subjects' cognitive interests towards education through the possibilities provided by chess; (4) developing learners' educational-cognitive motivation; and (5) creating conditions for activating learners' mental potential and the abilities to expose them, as well as promoting the awareness of the social value of chess in interpersonal relations. The contextual factors of teaching and learning chess in primary schools of Republic of Armenia have been revealed and presented in this paper. A number of conclusions and recommendations for policy makers are considerably made based on analysis of big research data.